About us

The Story Behind Heckle Havoc

From Burnout to Breakthrough

For years, I was stuck in a career that drained me. I started in health and fitness, but somewhere along the way, I slid into workplace rehabilitation—corporate, structured, and, if I’m being honest, the complete opposite of who I am. My job was to get people back to work as quickly as possible after an injury, but deep down, I wasn’t even sure I believed in work like that. If you ask me, the key to happiness isn’t working more—it’s having time to actually live.

Then, I lost my job. And in that strange moment between stress and relief, I met up with some friends who had also just been laid off. We sat together, had some drinks, and for the first time in a long time, I felt an urge to create.

The Spark of Chaos

That night, my friends were talking about making short-form skits. I loved the idea of creating something, but I also loved games, talking, and telling stories. Without overthinking it, I scribbled down a character, a setting, and a goal. When someone started telling a story, one of us heckled:

“Not that!”

Laughter. Another interruption. More laughter. It was electric—an extension of an improv game I’d played before, but this time, it was ours. I turned to my friends and said, “We should print some cards and make this a thing.”

Someone laughed. “You can’t make plans while drinking. They never work out.”

Challenge accepted.

A week later, I met with the same friends and came back with printed cards. We played again, and I felt it even stronger—this wasn’t just fun; it made people fun. It pulled them into the moment, made them laugh, and pushed them to be creative. It was as if the muse had been waiting for me to finally slow down and listen.

From there, I started playtesting. I brought prototypes to different friends' places, and organised pub crawls where I’d break out the game. That was how I saw firsthand how Heckle Havoc could transform any setting into a stage for spontaneous storytelling.

A Game That Brings People to Life

Improv had already shaped me—I’d taken three eight-week courses and loved every second. And when I first moved to Melbourne in 2015, board games became my way of meeting people. I was drawn to games that made people interact, build stories, and let loose—like Dungeons & Dragons and storytelling games.

But Heckle Havoc? It’s something different. Every time I play, I laugh. I love to watch shy players get hit with their first heckle and come alive. I see people draw ridiculous character cards and think, How the hell do I pull this off? And the best part? Watching total strangers improvise together and reveal sides of themselves they didn’t even know existed.

More Than a Game

Heckle Havoc isn’t just about fun—it’s about presence. It forces you into the moment, pushes you past hesitation, and reminds you that you don’t need a script to create something amazing.

We live in a world where people consume more than they create. Storytelling is becoming a lost skill, but I believe it shouldn’t be. Everyone deserves to tell a great or silly story—and this game proves that they can.

I see Heckle Havoc bringing families together, making friends laugh until they cry, and helping people build confidence in ways they never expected. It’s a game that teaches resilience, quick thinking, and most importantly—how to embrace silliness. Because you can’t prepare for this game. And really? You can’t prepare for life either.

The Road to Havoc

Getting here wasn’t easy. I had no background in game design, and if I’m being honest, attention to detail isn’t my strong suit. Learning how to bring my vision to life—finding the right art, balancing the gameplay—took time. But I wasn’t alone.

My wife, Isabel, has been my biggest supporter. She saw how passionate I was and told me she’d never seen me so excited about something before. She even convinced me to add points to the game—because she’s competitive and she was right. The points give the game an extra edge, pushing players to improvise harder and make heckles even more creative.

What’s Next?

My goal isn’t just to sell Heckle Havoc—it’s to see it take on a life of its own. I want to bring it to conventions, host live game nights, and even develop a new improv-style show where anyone can jump in and play. I see it as a go-to game for warming up at RPG nights, breaking the ice at social events, and bringing unexpected joy to people who didn’t even know they needed it.

But more than anything, I want Heckle Havoc to change how people spend time together. Instead of just catching up and recapping life updates, they’ll create new memories in real time. I dream of someone bringing this game to a party, not knowing what to expect, and walking away with stories they’ll be retelling for years.

This game is special to me. Even after hours and hours of playing, I still get excited to play again. And I hope that when you pick it up, you’ll feel that same energy, that same spark that started it all.

Cheers and chaos,

Sheldon Mott
Creator of Heckle Havoc